File "entities2.xml"⚓︎
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old tutorial: https://www.reddit.com/r/themoddingofisaac/comments/36o00t/entitys_explained_how_to_add_entity_variants/
Resource-Folder: Using this file in a resource folder of a mod is not tested yet.
Content-Folder: Using this file in a content folder of a mod is not tested yet.
Variable-Name | Possible Values | Description |
---|---|---|
name | str | |
id | int | Type of the entity. Max Value: 4095 |
variant | int | Variant of the entity. The maximum value is 4095. If you leave this blank, then the game will automatically chose the next available number. |
subtype | int | SubType of the entity. The maximum value is 255. (The reason for this is that the hash map generator of the .stb format expects a specific bit-depth.) |
anm2path | string | path to the anm2 file, relative to the given anm2root. Example: 001.000_Player.anm2 |
baseHP | int | |
boss | int | Entity is a boss. Possible values: ['0', '1'] |
bossID | int | |
champion | int | Allow champion variants of this entity. Possible values: ['0', '1'] |
collisionDamage | float | |
collisionMass | float | |
collisionRadius | float | Radius of the collision circle. This value is used for both entity <--> entity and entity <--> grid collisions. This changes the Entity.Size field. |
collisionRadiusXMulti | float | Multiplier for the X direction of the collision circle. This can be used to grant an entity an elliptical hitbox |
collisionRadiusYMulti | float | Multiplier for the Y direction of the collision circle. This can be used to grant an entity an elliptical hitbox |
collisionInterval | int | Number of game ticks till the next collision should be evaluated. Default = 1 |
numGridCollisionPoints | int | Number of points along the edge of the collision circle, which are used to detect collisions with grid entities. |
friction | float | "Slippyness" of the entity. Default = 1. Lower values make them slide more, similar as they would standing on ice. Higher values make them slide less. A value of 0 makes them unable to move. |
shadowSize | float | |
stageHP | int | |
tags | string | possible values: ['nodelirium', 'spider', 'explosive_soul', 'cansacrifice', 'ghost', 'brimstone_soul', 'homing_soul', 'fly', 'noreroll'] See Chapter below for in depth explanations of the tags. |
gridCollision | string | possible values: ['nopits', 'ground', 'none', 'walls', 'floor'] |
portrait | int | |
hasFloorAlts | bool | If set to true, floor specific sprites should be used for this entity if they exist. See the chapter below for more informations |
reroll | bool | |
shutdoors | bool | |
shieldStrength | int | |
gibAmount | int | |
gibFlags | string | used Values: ['poop'] |
bestiaryAnim | string | |
bestiaryOverlay | string |
Tags explanation⚓︎
Stage-Name | Suffix |
---|---|
cansacrifice | Marks familiars on which sacrificial altar can be used on |
nodelirium | Blacklists a boss from being used by Delirium |
fly | Indicates enemies which should be neutralized by Skatole and charmed by Beelzebub |
spider | Indicates enemies which should be neutralized by Bursting Sack |
ghost | Indicates enemies which Vade Retro can kill at <50% HP as a special interaction |
noreroll | Immunity from D10 rerolls and the Ace cards |
brimstone_soul | Friendly Ball wisps created by this enemy will fire Brimstone lasers |
explosive_soul | Friendly Ball wisps created by this enemy will fire explosive tears |
homing_soul | Friendly Ball wisps created by this enemy will fire homing tears |
Floor specific sprites⚓︎
If an entity has the attribute hasFloorAlts
set to true
, the game tries to load the spritesheet of the entity with an additional suffix, based on the current stage. The Suffix of a stage is defined in the suffix
attribute in the stages.xml file. If no sprite can be found, it will load the default spritesheet.
Example: Original Gaper sprite: monster_017_gaper.png
Downpour Sprite: monster_017_gaper_downpour.png
Suffix per stage:
Stage-Name | Suffix |
---|---|
Flooded Caves | _downpour |
Downpour | _downpour |
Dross | _dross |
Ashpit | _ashpit |
Mausoleum | _mausoleum |
Gehenna | _gehenna |
<gibs>
tag⚓︎
the <gibs>
tag is used to define the gibs that are spawned when an entity is killed or destroyed.
Variable-Name | Possible Values | Description |
---|---|---|
amount | int | How many gibs should be spawned |
blood | int | Possible values: [0,1] where 0 is off and 1 is on |
bone | int | Possible values: [0,1] where 0 is off and 1 is on |
chain | int | Possible values: [0,1] where 0 is off and 1 is on |
colorblood | int | Possible values: [0,1] where 0 is off and 1 is on |
dust | int | Possible values: [0,1] where 0 is off and 1 is on |
eye | int | Possible values: [0,1] where 0 is off and 1 is on |
gut | int | Possible values: [0,1] where 0 is off and 1 is on |
huge | int | Possible values: [0,1] where 0 is off and 1 is on |
large | int | Possible values: [0,1] where 0 is off and 1 is on |
poop | int | Possible values: [0,1] where 0 is off and 1 is on |
rock | int | Possible values: [0,1] where 0 is off and 1 is on |
rock_small | int | Possible values: [0,1] where 0 is off and 1 is on |
small | int | Possible values: [0,1] where 0 is off and 1 is on |
sound_baby | int | Possible values: [0,1] where 0 is off and 1 is on |
sound_bone | int | Possible values: [0,1] where 0 is off and 1 is on |
worm | int | Possible values: [0,1] where 0 is off and 1 is on |